. SAVAGE WORLDS: ZOMBIE VARIATIONS. Written By Anime Kidd @ aol. com www. demonwyld. com Last Updated 08.28.2012 Here are some variants on the old zombie. Most of the variants were inspired by Left 4 Dead 2 video game as well as some other sources, plus some of my own ideas.
WALKER Walkers are the traditional slow-moving, brain-craving zombies. BEAST Beast zombies are zombiefied animals. The beast zombie are exactly like the living counterparts, but with the following special abilities:
BILE This is a zombie that can spew their bile as a ranged attack to slow their prey, and possibly infecting them., Shooting d6 BRUTE* Zombies that are larger and stronger then normal. Agility d6, Smarts d4, Spirit d4, Strength d12+2, Vigor d12, Throwing d6 Parry 4 Toughness 10 Spew Bile Can projectile their infectious bile as a ranged attack out to 6. Anyone hit must make a Vigor roll or gain one level of Fatigue for 3 rounds. If a critical failure is rolled (double 1s) they also become infected. Weakness (stomach) Called shots targeting the stomach (-1) must make a Vigor roll versus the damage. If successful, it takes damage normally. If it fails, it cannot use it s Spew Bile ability. Charge May move at double their Pace in a straight line. If they attack after a charge they deal +4 damage. Size +2 Sweeping attack Can attack all adjacent characters at a -2 penalty. Wild Card Brutes are always treated as Wild Cards.
CORPSEWEED A corpseweed zombie is not a true undead zombie, but a living host that is infected with a parasitic fungi that feeds off the blood of the living. It takes over the brain to make the host seek out others to spread the fungi. Corpseweed Removing the corpseweed without killing the host is possible, but it requires starving the corpseweed by keeping the host in a near-fatal state of dehydration over several days. Death Throes The corpseweed zombie will explode in a burst of corpseweed spores when it dies. All those in the area must make a Vigor check (-2) or become infected. Infection Anyone bitten by a corpseweed zombie may become infected (see the Infection special ability for more information). The infected must make a Vigor roll each day or suffer a level of Fatigue. Once they are Incapacitated they will die after one more failed Vigor roll, becoming a corpseweed zombie twenty-four hours after death. Weakness (fire) Fire-based attacks deals an extra d6 in damage. GHOUL* Ghouls are zombies that have some level of intelligence, similar to an animal. Agility d6, Smarts d4 (A), Spirit d4, Strength d6, Vigor d6 Wild Card Ghouls are always treated as Wild Cards.
HUSK Husk zombies are the reanimated reamins of long-dead corpses. Due to their advanced decomposition, they are not vulnerable to head shots, but fire. Claws/Bite Str+d4. Shaken, Called shots do not deal extra damage. Weakness (fire) Fire-based attacks deals an extra d6 in damage. RAGE Rage zombies are zombies that are fast and vicious in their attacks. Pace 6; Charisma 0 Parry 5; Toughness 7 Fleet footed Uses d10 when running.
SIREN* Siren zombies can emit a high-pitched howl that nauseates and disorients the living. STALKER Stalker zombies are zombies that can leap great distances and stalk their prey. Howl Sirens can emit a high-pitched howl that nauseates and disorients the living. Anyone within 10 of a howler must make a Vigor check or suffer a -2 penalty to all actions and become Shaken for 1d6 rounds. Call Undead When a siren uses it s Howl ability it may also gets the attention of other undead, especially other zombies. When it uses it s Howl ability roll 1d6. On a roll of 1-4 nothing happens, on a 5 the siren calls 1d4 zombies that arrive in 3 rounds, and on a 6 the sirens calls 1d6+2 zombies. All called zombies arrive within 3 rounds. Wild Card Sirens are always treated as Wild Cards. Skills Climbing d6, Fighting d6, Intimidation d6, Notice d6, Stealth d6 Pace 6 Charisma 0 Leaping Can leap upto 10.
SWARMER This is similar to a shambler zombie in every way, except for the writhing mass of maggots and swarm of flies around the zombie. REVENANT* Revenants are people that just happen to be undead zombies as well. Revenants are exactly like they were when alive, but have the following special abilities: Swarm Anyone within 4 of the zombie have a -1 penalty to all attacks and physical actions due to the swarm of flies. Fire-based attacks will disperse the fly swarm for 2d6 rounds. Writhing Maggots Anyone in a grapple with the swarm zombie takes d4 damage each round. Fire-based attacks will render this ability unusable for 2d6 rounds. Wild Card Revenants are always treated as Wild Cards.